Bran Celyn
Bran Celyn
Sheet
AC 19 · HP 12 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- AthleticsSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
9 featuresBonus action
- Second WindLevel 1
On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. You must finish a short or long rest before using this feature again.
Always on
- Fighting Style: DefenseLevel 1
You adopt the Defense fighting style. While you are wearing armor, you gain a +1 bonus to AC.
- Constructed ResilienceWarforgedYou have advantage on saving throws against being poisoned, resistance to poison damage, immunity to disease, and you do not need to eat, drink, or breathe. You do not need to sleep, and magic cannot put you to sleep.
- Sentry's RestWarforgedWhen taking a long rest, you spend at least six hours in an inactive, motionless state rather than sleeping. You remain conscious during this time.
- Integrated ProtectionWarforgedYour body has built-in defensive layers. While wearing armor, you gain a +1 bonus to AC. You cannot remove your armor against your will, and donning or doffing armor takes one hour.
- Specialized DesignWarforgedYou gain proficiency in one skill and one tool of your choice. These are represented by Insight and bone whistle proficiency.
- Warforged ResilienceWarforgedYou are immune to magical aging effects and do not suffer the frailty of old age.
- DarkvisionWarforgedYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.
- WandererOutlander
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided the land offers such resources.
Gear
12 itemsWeapons
- WarhammerA versatile martial melee weapon used with one or two hands. Damage: 1d8 bludgeoning, or 1d10 when used with two hands. Properties: versatile.
- Light CrossbowA compact ranged weapon with 20 bolts. Damage: 1d8 piercing. Properties: ammunition, loading, two-handed, range 80/320.
Armor
- Chain MailHeavy armor made of interlocking metal plates. Wearing it imposes a Strength requirement of 13 and gives disadvantage on Dexterity (Stealth) checks.
- ShieldA wooden and metal shield bearing a faded supply corps emblem. While wielded, it grants a +2 bonus to AC.
Tools
- Bone WhistleA small bone whistle used to signal across ravines and wooded hills.
Gear
- 20×Crossbow BoltStandard ammunition for a light crossbow.
- Dungeoneer's PackA pack containing items useful for underground and wilderness travel, including a backpack, bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- StaffA sturdy walking staff cut from a mountain ash tree, useful as a tool and keepsake.
- Hunting TrapA metal-and-rope hunting trap used to catch small or medium creatures.
- Trophy from a Hunted AnimalA preserved mountain goat horn taken from the first animal Bran tracked alone.
- Traveler's ClothesPlain, durable clothes suited to long travel.
Purse
- 10×Gold PiecesLoose currency kept in a worn leather pouch.
Appearance
A broad-shouldered warforged built from dark ironwood, riveted bronze, and weathered steel. His face is a simple carved mask with a narrow horizontal visor that glows a muted amber when he is alert. Scratches and dents mark his left shoulder and chest, while strips of faded green cloth are tied around his wrists and neck. He carries himself like a laborer accustomed to long roads and heavy loads, with a shield scarred by countless practice blows.
Mannerisms
Bran pauses before answering questions, as though waiting for an internal mechanism to complete its calculation. He touches the rim of his shield whenever he hears distant thunder, and he gives directions using landmarks rather than compass points.
Personality
Quiet, patient, and observant, Bran prefers useful work to conversation but listens carefully when others speak. He has a dry, understated sense of humor and shows affection by repairing equipment, sharing rations, or taking the coldest watch. Though emotionally reserved, he is deeply protective of travelers, refugees, and anyone who has been treated as disposable.
Ideals
Endurance. The world does not owe anyone safety, but every person deserves the chance to reach shelter before the storm.
Bonds
The abandoned soldiers and workers of the old war are his people. He keeps the dented identification plate of the first human who treated him as a person, and he will cross dangerous country to protect anyone discarded by those in power.
Flaws
He follows old orders long after their purpose has vanished, especially when they come from someone who sounds confident. He also has little patience for abstract arguments about justice when someone nearby needs food, shelter, or a repaired wheel.
Quirks
Background
Bran Celyn was assembled in a mountain foundry during the final years of a war that ended before he could understand why it had begun. His first memories are of hauling ore, carrying wounded soldiers, and standing watch through bitter nights while snow buried the roads. When the orders stopped coming, Bran was left behind with a broken supply train and no commander to tell him what to do next. He repaired himself with scavenged parts, followed old trail markers into the wilderness, and learned the practical truths of the open country: where water gathers beneath stone, how animals move before a storm, and which paths remain passable when armies and merchants have gone elsewhere.
“His first memories are of hauling ore, carrying wounded soldiers, and standing watch through bitter nights while snow buried the roads.”
- Background
- Outlander
Connections
Species
Warforged
Media
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